Ring of Red - Soldier FAQ

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Ring of Red by Konami
Copyright (c) 2005 Ominae (Mark Soo)
Date Created: March 17, 2003
Version Number: 1.15
System: Playstation 2 (PS2)
LEGAL NOTICE:
Ring of Red is a registered trademark of Konami Corporation.
Ring of Red is a (c) 2001 Konami Corporation. All rights are reserved.
This document is only for your own use. It is under copyright law, which
means that you can't use this to earn profit. You can't also copy this
document and place it in either your website or someone else's website.
If you want to put this at your website other than Gamefaqs, pls. e-mail
me at arcamdunit@yahoo.com for permission. Use of this guide at any
website or as part of public display is prohibited and is a violation of
the copyright law.
Type of Document: In-depth FAQ (Soldier)
The following websites are authorized to post this document:
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WARNING:
This guide, although compatible with its European version, may or may
not be compatible with its Japanese version. So to those who own or
have access to the game's Japanese version, use this guide as your
risk.
CONTACT LINE:
Please contact me at my e-mail, which is arcamdunit@yahoo.com, if you
have the following
- Questions
- Suggestions
- Corrections
- Comments
- Tips
- Things that I may have missed out
Don't forget to put Ring of Red Soldier FAQ as the subject of your e-mail
Otherwise, I will ignore your e-mail as spam mail
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I JUST HAD THEM IMMEDIATELY DELETED AND I WON'T HESITATE TO DO
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SO, PAY ATTENTION TO THEM OR ELSE...
(In other words, when you have to ask/comment/suggest/correct/hint/tell
me something in the e-mail, it has to be something that's not either
found on this FAQ or what should be in this FAQ. Thank you very much.)
Table of Contents:
I. Version
II. Overview of FAQ
III. ROR's troops
IV. Soldier types
V. Soldier skills
VI. Soldier acquisition
VII. Credits
I. Version
1.0
- My 1st version of this FAQ (After a long period of absence!!)
1.10
- Added Soldier
1.15
- Updated Legal Notice
- Last version of this In-depth FAQ, no updates will be provided.
II. Overview of FAQ
This guide will help you understand about the various soldiers that you
can employ during as they battle alongside your AFWs.
Training and mastering these soldiers will greatly turn the tides of your
battle against the enemies, thus giving you the upper edge in keeping the
peace in the entire Japanese archipelago.
III. ROR's troops
These soldiers are with the South Japanese Armed Forces. In the game, there
are primarily 6 kinds of soldiers that you will need to employ in order
to survive skirmishes and ambushes against enemy AFWs that you will
meet in the course of the game.
Make your troop selection wisely. Some troops are handy in fighting
enemy troopers, while other are really neat in facing AFWs. Choosing
the right troop platoon will make a difference between life and death.
IV. Soldier types
These are the six types of soldiers that you can use to wage war against
the enemy:
Infantry
- The most dangerous type of soldier ever in anti-soldier warfare.
This is the most common squad that you'll find in the battlefield.
You'll need these guys to fight against enemy soldier squads, but
they can't handle the massive AFWs, as their rifles can't penetrate
AFW armor. They are armed with Springfield M14 rifles.
Shooter
- Another good soldier, this time in anti-AFW warfare. They can save
your life when you bring them with you and also when deployed, the
enemy AFW will suffer massive damage from their missiles, but
they're in big trouble if they are hosed down by enemy anti-soldier
squads. They are armed with Anti-AFW Bazookas.
Supply
- They specialize in AFW repair. They are also useful in a way that
this squad helps increase the AFW's load speed. Not only do they
speed up loading time, but they are also needed if you have to
recover AFW body points during recovery. They are armed with
Springfield M14 rifles with attachable rifle grenades.
Mechanic
- When it comes to hazards such as mines and wires, have these guys
ready in your squad. They give you an easy time if your opponent has
these ready on you. They are the only ones who can help increase the
AFW speed during in battle and in the map. They are armed with
Springfield M14 rifles with attachable rifle grenades.
Medic
- The best in defense. They have cool skills such as Hyper Morale,
Gas Mask and Smoke Shot. While they have good offensive skills, they
are best used on the defensive. To top it all, their main focus is
to heal wounded soldiers after each battle. They are armed with
Mauser M712 Maxi pistols.
Recon
- If you want an anti-soldier squad that fights on short range, then
go for this squad. Although their field is scouting, they are good
at fighting soldiers using the skill snipe. To do this, they use
their pistols with a shoulder stock connected to the pistol grip.
They are armed with Mauser M712 Maxi pistols.
V. Soldier skills
Pay attention to each of these skills employed by each and every soldier
platoon. Maximize them to cause maximum damage to the bad guys and minimal
damage to your group.
Vanguard:
Focus - Infantry
The entire squad will aim for a single soldier in an enemy squad. If the
squad is at close range, then this'll do bigger damage. Countered by
Hyper Morale (reduces damage).
Cooperation - Infantry
The squad will join forces with another squad. Both of your squads will
attack the enemy squad. All of your squads (except the ones in crew, of
course) must be in the Vanguard and the enemy must do the same to make
it work. Countered by Hyper Morale (reduces damage).
Rapid Fire - Infantry
Everyone in the squad will open fire on both enemy squads. This is good
only when the enemy's squads are brought to the Vanguard. Countered by
Hyper Morale (reduces damage).
Grenade - Infantry/Shooter
Everyone in the squad will rush to the AFW and throw a fragmentation
grenade. If the range is near the enemy, then the attack will cause big
damage.
Homing Shot - Shooter
One shooter aims for the AFW while another does magnification for the
range and another to help aim. Best used in long range, since it does
heavy damage.
Charge Shot - Shooter
A shooter soldier runs to the enemy AFW and fires a missile at it. Like
Grenade, more damage can be caused if the shooter soldier is near the
AFW.
Flash Shot - Medic
Entire squad fires flash shells from their flare pistols at the enemy
AFW and Vanguard units, which decrease enemy accuracy for about 20
seconds & decreases base accuracy by a half for about 15 seconds and
shell loading is halted. Useful if you don't have Dodge Action.
Smoke Shot - Medic
Everyone in the squad rushes to the AFW and throws a smoke grenade at
it, which decreases its accuracy for about 20 seconds. During a night
fight, it removes the enemy's Illuminated Shot and decreases enemy
accuracy back to half.
WP Shot - Medic/Recon
Similar to Flash Shot, except they fire WP (White Phosphorous) Grenades
from their flare pistols, which release tear gas and forces enemy
soldiers to retreat to the Rearguard. This can only be countered by Gas
Neutralization and Gas Mask
Snipe - Recon
A soldier from your squad attaches a stock to the pistol grip, aims for
an enemy soldier in the enemy unit and attacks the soldier, immediately
killing him. Not only can this attack enemy soldiers in the Vanguard,
but also in the Rearguard. Can't be countered by Hyper Morale, gives
only low damage if attacked by snipe.
Illumination Shot - Medic/Recon
Similar to Flash & WP Shot, only this time it fires a shell that lights
up the night sky, giving the same fighting conditions that you had
during the day. The bad thing is that it lasts up to 45 seconds.
Mine - Mechanic/Supply
Plants a row of mines in front of you and the enemy. This was meant for
C.C. (Close Combat) conditions. This can damage the legs of an AFW.
Countered by Cleanup.
Adhesion Mine - Supply
Planted similarly to the mines, except that it'll magnetically clamp to
the enemy AFW's own legs, destroying it and as well as causing big
damage. Replace the mines with this for C.C. (Close Combat) conditions.
Countered by Cleanup.
Chain Mine - Mechanic/Supply
Planted similarly to the mine and adhesion mine, except that this time,
it'll cause BIIIGGGG damage to the enemy AFW and to any enemy squad in
the Vanguard. Use this in C.C. (Close Combat), esp. when your enemy is
an Anti-AFW and it can eliminate an enemy squad. Countered by Cleanup.
Wire - Mechanic/Supply
A single soldier from the squad attaches a rifle grenade and fires it,
changing to a metal chain, which wraps around the enemy AFW's legs and
stops them from moving. Good to use if your enemy has C.C. (Close
Combat) capacity. Stops the use of Dodge Action, Straight Punch,
Straight Strike, Rapid Punch and Rapid Strike. Countered by Cleanup
Electric Wire - Supply
A single soldier from the squad attaches a rifle grenade and fires it,
changing to an electric metal chain, which wraps around the enemy AFW's
legs and stops from moving by destroying its legs. Good to use if your
enemy has C.C. (Close Combat) capacity. Stops the use of Dodge Action,
Straight Punch, Straight Strike, Rapid Punch and Rapid Strike. Countered
by Repair/Fast Repair and Cleanup
Rearguard:
Hyper Morale - Infantry/Shooter/Medic
Boosts up the defense of both squads by 25%. Helps protect your ground
forces from skills such as Focus, Cooperation and Rapid Fire. Lasts
throughout the entire battle.
Cleanup - Infantry/Shooter/Mechanic/Supply
Eliminates all types of mines and wires from the battlefield. This
is needed to all of your AFWs, especially to your Anti-AFWs, since
mines and wires reduces the chance of your Anti-AFW to do Close Combat
to your enemy.
Repair - Infantry/Shooter/Mechanic/Supply
Fixes any damage done to either the AFW's weapon systems or to its legs.
It'll only upgrade the repair to one level for the legs and the weapons
(For example, Destroyed - Damaged - Normal). If any AFW unit doesn't
have this skill, then you're in big trouble.
Fast Repair - Shooter/Mechanic/Supply
Similar to the skill Repair, only it completely fixes any damage done
either to the AFW's weapon systems or to its legs. Use this skill to
replace any squad that uses the skill Repair. This'll be a big surprise
to the enemy when they hit the weapons and the legs with shells, maximum
attacks or being hit with good accuracy.
Gas Neutralization - Medic/Recon
This is only useful if the enemy squads contain the WP Shot technique.
This skill will only be activated if the squad that has the skill moves
to the Vanguard and retreats back to the Rearguard due to the WP Shot.
They'll use their respirators to breathe in oxygen so that the WP won't
affect them.
Gas Mask - Medic/Recon
Better than Gas Neutralization, it'll work in the Rearguard
automatically if your squad detects the enemy has WP Shot. Basically,
they'll order all of the squad personnel to wear their respirators. So
you can move the squads to the Vanguard. Besides, they won't be affected
by the WP anymore.
Crew:
HEAT Shell - Shooter
Recommended for Short Range, this does fire damage when the shell
explodes on impact on the enemy AFW. Kinasato, Jun, Ippei and Emilio are
the ones who can make good use of it, provided that they enter Short
Range combat. Countered by Dodge Action.
APC Shell - Shooter/Mechanic/Supply
When this shell explodes on impact on the enemy AFW, it dishes out more
damage to it than any normal shell fired on to it. Therefore, use this
shell only if you have enough time to finish off the enemy, but his AFW
is almost ready to be destroyed. Countered by Dodge Action.
APCR Shell - Shooter
Similar to the HEAT Shell, except that damage is increased only if your
target is far away when you initiate combat. John & Ayana can use this
in long-range combat, provided that they enter into that combat range
with the enemy. Countered by Dodge Action
Shrapnel - Infantry/Recon
Shoots a shell with shrapnel over the enemy vanguard. I personally
recommend this for those who want to eliminate enemy soldiers fast.
Incendiary Shell - Infantry/Recon
Similar to the Shrapnel, except that it causes more damage to the enemy
vanguard. A better shell than Shrapnel.
Incendiary Shrapnel Shell - Recon
The most dangerous anti-infantry shell that can be used, this shell can
give the most damage and it can eliminate your soldiers if they're sent
to the vanguard. This is the best shell that you'll want to use if you
want to eliminate the enemy vanguard pretty fast.
WP (White Phosphorus) Shot - Medic/Recon
When fired, it'll fire a shell filled with White Phosphorus gas that
will force the enemy soldiers to retreat from the vanguard to the
rearguard temporarily. Like its vanguard version, it can be countered by
using either Gas Neutralization or by Gasmask.
Illumination Shot - Infantry/Shooter/Medic/Recon
When fired, it'll fire a shell that contains a flare, which will light
up the night sky during night combat. Unlike its vanguard version,
this'll last until time is up.
VI. Soldier acquistion
When you want to obtain more soldiers, they will come from three
types of troop platoons. Pay attention to these kinds of troop
platoons and on how to obtain them.
Orange Troops
- Given to you by Rodriguez personally. These guys (and gals) have
reasonable skills for you. So, they aren't that bad. In fact, you
might get surprised by some special squads, such as a Shooter squad
with Wire or an Infantry squad with Grenade. But in case that you want
more of them, then you'd have to complete all the mission in less time
ASAP.
White Troops
- Acquired by occupying villages, town and cities with stars
(See Operation Map for the types of stars that are placed when
you're playing in the map). These people even have superior if not,
better skills than the Orange Troops. So, make it one of your top
priorities to grab these babies when you're starting your campaign.
Green Troops
- THE ULTIMATE SQUAD! These people sure sometimes don't have skills, but
they have excellent and cool stats to compensate for this loss. These
guys (and gals) will aid your AFWs very well, since they'll give your
AFW pilots very high stats, such as Attack range and Movement. To get
them, it'll depend on how you obtain them through dual objective, if
you have to overtake an enemy structure (base, port, etc.) or to
eliminate all of the bad guys. You must overtake the enemy/important
structure in order to get them. They're available from Stages 4, 6, 7,
8 and 10-15.
VII. Credits
I would like to thank the following:
Konami of America, Europe and Japan
- for creating, developing and marketing the game
Sony Computer Entertainment
- for making the game compatible with the Playstation 2
Gamefaqs
- for posting my FAQ
My parents
- for giving me allowance to buy the game
My ex-classmate Timothee Cheng
- for telling me more about the game itself
http://www.network-science.de/ascii/ (ASCII Generator)
- for providing the ASCII text
Everyone in the Ring of Red board at Gamefaqs
- for supporting my progress in finishing this FAQ
- for helping me with the game's in-depth details
You
- for taking your time to read my FAQ
Dedication
* This FAQ is dedicated to the victims of the Korean War, as well as
the various soldiers who served under the UN from 1950-1953. Our
prayers will go to them. They will never be forgotten, especially
to my countrymen, who served in the Philippine contingent to the UN